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Relocating the Cranes


DeathSquad
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Ok, what I am trying to do is relocate one of the cranes, aka the Quarry Crane to another location in San Andreas (in LS). I have not really done any mission coding or editing, but I will admit I can look at the script and understand 75% of what its telling the game to do. So I edited two different areas in the MAIN.

 

 

029B: $2740 = init_object #QUARRY_CRANEBASE at 937.84 -2659.49 1.0001 0177: set_object $2740 z_angle_to 180.0 01C7: remove_object_from_mission_cleanup_list $2740 0400: create_coordinate $73 $74 $75 from_object $2740 offset 0.0 0.0 4.0689 0176: $72 = object $2740 z_angle 029B: $2741 = init_object #QUARRY_CRANE at $73 $74 $75 0177: set_object $2741 z_angle_to $72 01C7: remove_object_from_mission_cleanup_list $2741 0400: create_coordinate $73 $74 $75 from_object $2741 offset 0.0 0.0 1.0206 0176: $72 = object $2741 z_angle 029B: $2742 = init_object #QUARRY_CRANEARM at $73 $74 $75 0177: set_object $2742 z_angle_to $72 01C7: remove_object_from_mission_cleanup_list $2742 0005: $2739 = 45.0 // floating-point values 0453: object $2742 set_rotation 0.0 $2739 $72

 

 

1. First section of code is crane location, defined by the QUARRY_CRANEBASE object's location, rest of the crane is spawned from this.

 

 

:CRANES_39300D6: if  00EC: actor $PLAYER_ACTOR 0 937.84 -2659.49 radius 10.0 10.0 004D: jump_if_false @CRANES_507 0926: [email protected] = external_script_status 69 (CRANE3) 00D6: if  0039: [email protected] == 0 // integer values 004D: jump_if_false @CRANES_503 08A9: load_external_script 69 (CRANE3) 00D6: if  08AB: external_script 69 (CRANE3) loaded 004D: jump_if_false @CRANES_496 0913: run_external_script 69 $2740 $2741 $2742  000A: [email protected] += 1 // integer values 

 

 

2. Second section of code, defining the game to load the crane when the player is near it.

 

3. Third are two sections under EXTERNAL SCRIPT 69, which I won't post since its very large.

 

:CRANE3_570 is the code section telling the game where to place the character in the game, while you are inside the crane.

 

:CRANE3_1443 is the code section telling the game where to spawn you when you get out of the crane. I'm writing this out since I couldn't find anything on the coding of cranes, and for anyone else looking to experiment.

 

On to the problem.

 

user posted image

 

The crane spawns perfectly fine, runs fine, does everything the quarry crane is suppose to do, with the exception of the cable & winch that is connected with the magnet. Originally in the quarry this cable goes to the top of the crane where there are pulleys. When moved the cable extends off into the sky and not to the top of the crane.

 

Now using the map editor and map viewer, this cable isn't extending into the sky but to a point in the Hunter Quarry, I'm sure where the top of the crane was (judging from the angel since its pointing right at the quarry).

 

I have searched the scripting file for any kind of coordiante for this cable, any reference or anything within the code sections for the Quarry Crane (or any crane). I cannot find anything. There is a map object in the quarry of several other cables coming off the wall, which also connect to the top of the crane. I've already tested these and they are just a map object, I had hoped maybe something was coded for the cable to connect at that object's center, but nope, nothing. (this is 16334 des_cranelines01).

 

The crane objects are defined in CountryN2 as 16328 to 16333, quarry_crane, quarry_cranearm, quarry_cranebase, quarry cranecable, and quarry_crhookcblz. The first three are defined in the loading code, but of course I find nothing about the cranecable or crhookcblz.

 

So the riddle is, what defines where the end of this cable goes, cause its not as clear within the scripts. Possibly hardcoded in the exe? Anyways, that's my problem, spent most of last night searching and attempting.

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do you know if i can delete/move the crane near the garage in SF

I don´t know if you can do. I can do it.

 

The problem of the original main is that the extern script for using the crane will start, if CJ comes to the red marker.

I don´t know what will happen if the crane not exist.

 

Thats the lines to spawn it. Found in :INITIAL_1384

 

Crane at Doherty/building site:

 

029B: $2722 = init_object #TWRCRANE_M_04 at -2080.441  256.015  66.86901C7: remove_object_from_mission_cleanup_list $2722029B: $2723 = init_object #TWRCRANE_M_01 at -2080.441  256.007  99.40801C7: remove_object_from_mission_cleanup_list $2723029B: $2724 = init_object #TWRCRANE_M_02 at -2080.441  296.46  102.86101C7: remove_object_from_mission_cleanup_list $272401BB: store_object $2722 position_to $73 $74 $750176: $72 = object $2722 z_angle029B: $2725 = init_object #LODCRANE_M_04 at $73 $74 $750177: set_object $2725 z_angle_to $7201C7: remove_object_from_mission_cleanup_list $272501BB: store_object $2723 position_to $73 $74 $750176: $72 = object $2723 z_angle029B: $2726 = init_object #LODCRANE_M_01 at $73 $74 $750177: set_object $2726 z_angle_to $7201C7: remove_object_from_mission_cleanup_list $27260827: $2722 $2725 0827: $2723 $2726

 

Crane at the port for car trading:

 

029B: $2727 = init_object #MAGNOCRANE_01 at -1547.978  123.9883  26.93320177: set_object $2727 z_angle_to  45.001C7: remove_object_from_mission_cleanup_list $27270400: create_coordinate $73 $74 $75 from_object $2727 offset  0.0  0.0  0.0029B: $2728 = init_object #MAGNOCRANE_02 at $73 $74 $7501C7: remove_object_from_mission_cleanup_list $27280177: set_object $2728 z_angle_to  140.00400: create_coordinate $73 $74 $75 from_object $2728 offset  0.0 -2.185  8.510176: $72 = object $2728 z_angle029B: $2729 = init_object #MAGNOCRANE_03 at $73 $74 $750453: object $2729 set_rotation  15.0  0.0 $7201C7: remove_object_from_mission_cleanup_list $272901BB: store_object $2727 position_to $73 $74 $750176: $72 = object $2727 z_angle029B: $2730 = init_object #LODNOCRANE_01 at $73 $74 $750177: set_object $2730 z_angle_to $7201C7: remove_object_from_mission_cleanup_list $273001BB: store_object $2728 position_to $73 $74 $750176: $72 = object $2728 z_angle029B: $2731 = init_object #LODNOCRANE_02 at $73 $74 $750177: set_object $2731 z_angle_to $7201C7: remove_object_from_mission_cleanup_list $273101BB: store_object $2729 position_to $73 $74 $750176: $72 = object $2729 z_angle029B: $2732 = init_object #LODNOCRANE_03 at $73 $74 $750177: set_object $2732 z_angle_to $720453: object $2732 set_rotation  15.0  0.0 $7201C7: remove_object_from_mission_cleanup_list $27320827: $2727 $2730 0827: $2728 $2731 0827: $2729 $2732

 

 

Activation of Extern script for Crane at Doherty/building site:

 

:CRANES_40001: wait  100 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££CRANES_7100D6: if  000EC:   actor $PLAYER_ACTOR  0 ()near_point -2080.441  256.015 radius  10.0  10.0004D: jump_if_false ££CRANES_230926: @0 = external_script_status  67 (CRANE1) 00D6: if  00039:   @0 ==  0 ;; integer values004D: jump_if_false ££CRANES_2208A9: load_external_script  67 (CRANE1)00D6: if  008AB:   external_script  67 (CRANE1) loaded004D: jump_if_false ££CRANES_210913: run_external_script  67 (CRANE1) $2722 000A: @0 +=  1 ;; integer values

 

Activation of Extern script for Crane at the port for car trading:

 

:CRANES_3800D6: if  003CA:   object $2727 exists004D: jump_if_false ££CRANES_5600D6: if  00471:   unknown_actor $PLAYER_ACTOR near_object $2727 radius  50.0  50.0 unknown  0004D: jump_if_false ££CRANES_560926: @0 = external_script_status  68 (CRANE2) 00D6: if  00039:   @0 ==  0 ;; integer values004D: jump_if_false ££CRANES_5508A9: load_external_script  68 (CRANE2)00D6: if  008AB:   external_script  68 (CRANE2) loaded004D: jump_if_false ££CRANES_540913: run_external_script  68 (CRANE2) $2727 000A: @0 +=  1 ;; integer values

 

 

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029B: $2722 = init_object #TWRCRANE_M_04 at -2080.441  256.015  66.86901C7: remove_object_from_mission_cleanup_list $2722029B: $2723 = init_object #TWRCRANE_M_01 at -2080.441  256.007  99.40801C7: remove_object_from_mission_cleanup_list $2723029B: $2724 = init_object #TWRCRANE_M_02 at -2080.441  296.46  102.86101C7: remove_object_from_mission_cleanup_list $272401BB: store_object $2722 position_to $73 $74 $750176: $72 = object $2722 z_angle029B: $2725 = init_object #LODCRANE_M_04 at $73 $74 $750177: set_object $2725 z_angle_to $7201C7: remove_object_from_mission_cleanup_list $272501BB: store_object $2723 position_to $73 $74 $750176: $72 = object $2723 z_angle029B: $2726 = init_object #LODCRANE_M_01 at $73 $74 $750177: set_object $2726 z_angle_to $7201C7: remove_object_from_mission_cleanup_list $27260827: $2722 $27250827: $2723 $2726

 

 

 

I found this and i changed the coordinates so it was under the ground

 

But it was still there

 

(i already did this a few days ago)

 

 

:CRANES_40001: wait  100 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ��CRANES_7100D6: if  000EC:   actor $PLAYER_ACTOR  0 ()near_point -2080.441  256.015 radius  10.0  10.0004D: jump_if_false ��CRANES_230926: @0 = external_script_status  67 (CRANE1)00D6: if  00039:   @0 ==  0;; integer values004D: jump_if_false ��CRANES_2208A9: load_external_script  67 (CRANE1)00D6: if  008AB:   external_script  67 (CRANE1) loaded004D: jump_if_false ��CRANES_210913: run_external_script  67 (CRANE1) $2722000A: @0 +=  1;; integer values

 

 

So this is the red marker, if i change that it will be gone too?

 

 

 

And maybe a noobish question :

When i change the coords in the first

 it's gone when i start a new game, but it isn't when i load a game. But shouldn't the game crash when loading a modified main without darkpact?

 

 

Thanks!

 

Sergiow

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If you only change a few co-ordinates and the data-type doesn't change (which it won't with floats) you can sometimes get away with loading a game, as long as no code is added/taken away.
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  • 3 weeks later...

Can anyone help me deleting/moving it? (crane SFSe)

 

(Is it normal that i don't have a red marker with an unmoddified main?)

 

 

 

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