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Wild-Tatanka

GTA: State of Liberty - SCM Coding.

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Wild-Tatanka

 

user posted image

Please post only content related to this mod, if you need modding help, please start a new post in the relevant forum, Thank you.

 

Project weblink: http://www.gtastateofliberty.com

 

 

Public version released, Please check in the maps forum.
PC specs:
1. Running Windows Win2k/SP4 - XP/SP2

2. Latest

3. P4/AMD 3.0Ghz or better

4. ATI/GForce (128Mb/256Mb)

5. 512Mb+ of ram

6. 2Gigs of Harddrive space.

7. Have both original VC game disks.

 

Title
info

 

Edited by Mc-Kay

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Quadropheniac90

I'm gonna make a minigame for the mod, to keep me entertained and all of you guys. smile.gif I will post when I am done. Tux, I might need some help with this, but I think not. smile.gif

 

EDIT: I wish we had our own forum on this forum, it'd be very clean...

Edited by teun.steenbekkers

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tux.coder

Hi again smile.gif

 

After managing the installation of my mod, I can work now.

 

My questions (mostly to mc-kay):

 

1- Please say there won't be two versions of this mod, different two maps.This one is the best and no need to change everything again.

2- How much coords did you change ? Can you write the difference coordinates (to add or to substract) then we can use all old vc parked cars.

3- Have you cracked the parked car limit ? Hopefully you did.

 

@teun:Please contact me via e-mail, we can do it together but I dunno what are you thinking.

 

I'll post noticable developments here, as if it's a blog or log file.

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tux.coder

I forgot, while cruising our state, I realized that we need a working train code for vc engine.I know it's possible, and became a reality by GTA:LC project members.Maybe we should get their permission and take the code and the fixed train model because it would be inventing the wheel again, it'll take time if we make it ourselves.

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Y_Less
You can bypass the parked car limit in the SCM, runa thread to spawn different cars in different areas depending on where the player is. It may work with generators, I don't know if the limit is on generators or generators set to spawn (i.e. I don't know if one with "set_parked_car_generator $mingbob cars_to_generate 0" would count towards the total, if not you could just disable them when the player is not near and activate others). If not you can either use creat_car, but that has many restrictions, or try change the limit as you want to.

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Demarest
When I was making Timetwister VC, I made a few "manual car generators" like Y_Less is describing. I used it to make sure the vehicles spawn even when you're warped into the area. Just mentioning it in case you need help fasioning such a device.

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Quadropheniac90

Coord changes LC:

 

+1000.00 X

+4999.95 Y

+7.00 Z

 

VC remained the same position. I do not know Mainland Liberty. And we have permission to use GTA: LC's files, I asked Craig a long time ago. smile.gif Tux, did you look at the code I sent you, with the cars? Also, if we make sure the code can't be stolen, that means people can't mod the SCM. confused.gif

 

I'm working on the loading bar, but I need a DLL to write the values into the game whenever it runs. sad.gif

 

EDIT: I think creating some debug menu with all values for various opcodes like give_weapon in it would help some people. Or putting them as comments into the SCM. That way, if people change the SCM, they don't have to search for all these values. smile.gif

 

EDIT: I have an idea for a game mode: Career Mode (not Single Player GTA like Career Mode).

In the mode you can choose a ped from 20 different peds, with all of them having different cars, weapons, income, and missions. This would be a nice game mode next to normal Career Mode. It would be a nice way to have the peds go to work and stuff. smile.gif

 

Edited by teun.steenbekkers

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tux.coder

Career mode is a good idea but will consumes so much time.

 

Thanks for replies, but wouldn't that manual car generator such a processpower consuming function ? We have some slowness problems and a thread like that would screw all things up.(I think)

 

Teun, are those coordinates the distance from vc ? or distance between original gta3 lc and ours ? Second one (from origin to new lc) would be greate since we could use old datafiles.I think I can write a program for this long coordinate changes.

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Y_Less

You don't need to write a program to do it, one already exists from various LC moves, again contact Craig about it.

 

A car spawn thread would be fairly low priority (2000 ms+) as the player is not going to be moving through the city all that fast, so no, not really.

 

Note, you cannot change SCM co-ordinates with a file as there are many different OpCodes which use it and some use them differently (i.e. offsets rather than absolutes).

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tux.coder

All GTA:SOL Developers:

 

New and better main.scm is uploaded on FTP, anybody who wants to use it, you can grab it from my directory.

It contains debug mode; you'll start from the army base(again) but you'll have several choices for cars.(Sentinel XS, Patriot, PCJ600, hunter and a skimmer; hop on patriot and take the right road.You'll find skimmer at the end of road.)

 

This scm has a logical structure, means it's as clear as it can be; we'll develop our code on it.All areas for all things that should be done (hidden packages, garages, etc...) are reserved and we'll follow this structure while developing.

 

I recommend you to download it because it has debugmode, which can be helpful for you.(Infinite run, full health & armor, low wanted level, etc...)

 

Expect a mini game from me and another one from teun soon.

Edited by tux.coder

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Quadropheniac90

Yes it's the distance from the original GTA3 coords. smile.gif

 

EDIT: For the minigame, I kinda recreated a part of a GTA3 mission: Under Surveillance.

It places army guys in the high building which are supposed to kill you, but they can't seem to be able to reach you from there (Kill you). Is there a way to change this? smile.gif

Edited by teun.steenbekkers

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gnrrocks

well, ever since that last update, my game has been crashing. i tried that one fixed main.scm, but still nothing, but onto the point..

 

i was wondering if its possible to lets say i make a launch pad and a rocket, to make the game have occasional rocket launches or stuff like that? like not the player flying the rocket, but more kind of like the planes in vice city, except it goes vertical. woudl that be possible?

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tux.coder

@gnrrocks:I wish we had such an opportunity for a rocket... GTA: Nuclear War tounge.gif

I spent several hours for installing, and finally succeed.PM me, I think I can help you.

 

@Y_Less: Thanks for support, but I can make it myself, it's just about starting a new thread and some code...And I meant paths and other stuff with using old files, I do know I can't use old scm, I'm not a n00b smile.gif BTW, I don't have any idea about train but I remember you guys made one for vc engine.Can you explain how train works on vc engine a little bit ?

 

@teun: VC's AI is the most stupid one ever made.I tried to put some soldiers on towers in Army base and wanted them to shoot me with sniper rifles, m4s, m60s but nothing.They just try to shoot, even not shooting.Put your soldiers on some lower place.Can you send your minigame if it's ready ? I can put it where you want.

 

I prepared a mini-game and tested it very well on yesterday night.Again you have army guys to take down, but they're near you and they have M60s, you have a sniper rifle.You have to be careful, you'll understand when you start playing.It has 10 levels, and in every level, accuracy of army guys increases.I'll upload new scm after having a shower and lunch.

 

Anyone knows is there any way to get while...do loops in MB ? Also, is there any way to append two variables and put into another variable, like:

 

$guy = blah

$number = 2

 

$newvar = blah2

 

Code gets so long when there're many actors on scene and you have to control them.With answers for these questions can make the code much smaller.

 

EDIT: We sould do something serious instead of spending time on mini-games.One mini-game per mission coder is enogh.We should do our first mission or instead make the intro, which is much more harder than an ordinary mission.

Edited by tux.coder

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Quadropheniac90
You're right, I will finish the minigame another time, there's no way they'll shoot me from that building anyways. sad.gif The SA interiors have to be converted to VC DFF's before I can put them in, and I haven't got anything to do now, so Tux, the intro mission can get started. smile.gif

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tux.coder

The new main.scm and american.gxt is uploaded on our FTP.The difference is the minigame I made.If you would, you can grab it from my directory on FTP.

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Y_Less

0004: $guy = blah0004: $number = 20084: $newvar = $guy; Could be replaced with 0004: $newvar = blah (only not a string), depending on what you are doing.0068: $newvar *= $number; Or 0010: $newvar *= 2

 

 

I didn't doubt your ability, I just thought you may not want to bother. And I didn't mean about the SCM in that way, I was talking about shifting code from missions should you decide to do so, but it doesn't matter.

 

The LC train uses something called wanderer paths (the things Cortezs' boat uses to move in a path and the things the circling planes use (only they use them slightly differently). Mc-Kay has already asked Craig for permission in the LC thread and AFAIK it was granted (but don't take my word on it, it is PatrickW's code - check the train thread in our forum).

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Quadropheniac90
Well, I need something to make... I'm getting all stressed up here. sad.gif

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tux.coder

Okay then, we should catch up and make a briefing.

 

EDIT: @Y_Less: I know you're showing alternatives.Thank you for your supports and explanations.

 

But one thing, I meant a string with $guy = blah, and appending a number to a string value, how...

 

EDIT2: @Y_Less: Shifting code is a good idea but I think we were writing a new plot and characters.Debugging/converting is much harder though tounge.gif

Edited by tux.coder

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Y_Less

Oh, thats fair enough then.

 

I don't know if you can append a number to a string, and I thought strings varaibles in the SCM were only GXT entries anyway, you would need a string of a number. I don't think string concatenation is possible, or to display a number with a string just use the 1number OpCodes. What are you trying to do? I know a few string tricks but they're hard to explain anyway and harder if I don't know what you're trying to do.

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tux.coder

 

01B2: give actor $soldier1 weapon  32 ammo  9999 01B2: give actor $soldier2 weapon  32 ammo  9999  01B2: give actor $soldier3 weapon  32 ammo  9999  01B2: give actor $soldier4 weapon  32 ammo  9999  01B2: give actor $soldier5 weapon  32 ammo  9999  01B2: give actor $soldier6 weapon  32 ammo  9999    

 

 

But i want to do it like this:

 

 

$mystring = soldier$counter = 0do while $counter < 6 then$counter = $counter + 1$soldier = append($mystring $counter)01B2: give actor $soldier weapon  32 ammo  9999 loop

 

 

This type of method will help very much indeed, if you have so much actors in a mission.

That's what I want to do.

 

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tux.coder

 

01B2: give actor $soldier1 weapon  32 ammo  9999 01B2: give actor $soldier2 weapon  32 ammo  9999  01B2: give actor $soldier3 weapon  32 ammo  9999  01B2: give actor $soldier4 weapon  32 ammo  9999  01B2: give actor $soldier5 weapon  32 ammo  9999  01B2: give actor $soldier6 weapon  32 ammo  9999    

 

 

But i want to do it like this:

 

 

$mystring = soldier$counter = 0do while $counter < 6 then$counter = $counter + 1$soldier = append($mystring $counter)01B2: give actor $soldier weapon  32 ammo  9999 loop

 

 

This type of method will help very much indeed, if you have so much actors in a mission.

That's what I want to do.

 

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Y_Less

No, thats really not possible, and pointless as compiled it will end up looking completely different.

 

If you are using SA, you can just use arrays, if you are using VC it is a little harder, there are a few array methods in VC, Bartons (which is universally accepted to suck), CyQs which is more like a switch system, and mine which uses self modifying code. The easiest to use is CyQs:

 

 

0004: $i = 0:loopstart01B2: give actor $soldier weapon  32 ammo  9999; Do whatever else to him here.; If they are all the same you may be able to put that line outside the loop.; In missions the variable jump code is harder as the addresses are negative relative to the start of the mission.008B: [email protected] = $i; @2 for SA0012: [email protected] *= 10000A: [email protected] += ££switchtable0050: gosub [email protected]: $i += 100D6: if 0801A:   6 > $i004D: jump_if_false ££loopstart0002: jump ££morecode:switchtable0084: $soldier0 = $soldier0051: return0084: $soldier1 = $soldier0051: return0084: $soldier2 = $soldier0051: return0084: $soldier3 = $soldier0051: return0084: $soldier4 = $soldier0051: return0084: $soldier5 = $soldier0051: return:morecode; As the label suggests, more code goes here

 

 

There are a few topics on this method and (IIRC) my method if you want them, Bartons method is in his readme but it creates huge bloatware and even he doesn't use it. Mine has a bit of overhead on it, but once that's sorted you can use the same code for any arrays you have.

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Y_Less

When the SCM is compiled, labels and 32bit ints (i.e. big numbers) compile to the same data type, so you can manipulate labels in the same way as numbers, the builder will replace that label with a number representing the address in the file.

 

These lines:

 

 

0084: $soldier2 = $soldier0051: return

 

 

Compile to 10 bytes, that's where the 10 comes from, so adding 10i to the label will increase the address within the SCM the gosub is pointing to (which is stored in a variable which, due to the way OpCodes evaluate themselves is perfectly valid). When i = 0, 10i = 0 so it gosubss to label + 0 or just to the label and does the first copy, when i = 1 it gosubs to label + 10, or the second set of copies, then returns.

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Wild-Tatanka

Changes since b35v5 to the lastest release: b37v7.

 

Only changes.

 

Full SCM, is in mapchanges.rar. on the ftp.

 

 

0002: jump ££Label002717DEFINE MEMORY  30000:Label00275303A4: name_thread "MAIN"016A: fade  0 ()  0 ms01F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  12  004E4: unknown_refresh_game_renderer_at -2351.16  2857.1303CB: set_camera -973.094 -550.84  13.80053: $PLAYER_CHAR = create_player #NULL at -2351.16  2823.13  17.801F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0213: $6 = create_pickup -4 type  15 at -2351.16  2843.13  17.8.... Best Kept Secret.:Label0031560001: wait  250 ms0247: request_model #HUNTER0247: request_model #BOXVILLE0247: request_model #BARRACKS0247: request_model #BARRACKS0247: request_model #SENTXS0247: request_model #SKIMMER0001: wait  100 ms00D6: if  50248:   model #HUNTER available0248:   model #BOXVILLE available0248:   model #BARRACKS available0248:   model #BARRACKS available0248:   model #SENTXS available0248:   model #SKIMMER available004D: jump_if_false ££Label00315600A5: $7 = create_car #HUNTER at -2392.86  2857.13 -100.000A5: $8 = create_car #BOXVILLE at -2351.16  2964.39  22.800A5: $9 = create_car #BARRACKS at -2488.78  2989.72  22.800A5: $A = create_car #BARRACKS at -2494.78  2989.72  22.800A5: $B = create_car #SENTXS at -2708.96  2914.19  22.800A5: $C = create_car #SKIMMER at -1999.16  2512.79  14.80249: release_model #HUNTER0249: release_model #BOXVILLE0249: release_model #BARRACKS0249: release_model #BARRACKS0249: release_model #SENTXS0249: release_model #SKIMMER014B: $B = init_parked_car_generator #FIRETRUK -1 -1  0 alarm  0 door_lock  0  0  10000 at  2109.77  4951.18  30.137 angle  90.0014C: set_parked_car_generator $B cars_to_generate_to  101014B: $C = init_parked_car_generator #AMBULAN -1 -1  0 alarm  0 door_lock  0  0  10000 at  2226.84  4893.39  77.767 angle  90.0014C: set_parked_car_generator $C cars_to_generate_to  101014B: $D = init_parked_car_generator #BOXVILLE -1 -1  0 alarm  0 door_lock  0  0  10000 at  2142.21  4356.91  36.9581 angle  90.0014C: set_parked_car_generator $D cars_to_generate_to  101014B: $E = init_parked_car_generator #INFERNUS -1 -1  0 alarm  0 door_lock  0  0  10000 at  1111.81  3528.57  30.137 angle  180.0014C: set_parked_car_generator $E cars_to_generate_to  101014B: $F = init_parked_car_generator #BANSHEE -1 -1  0 alarm  0 door_lock  0  0  10000 at  2120.22  4615.26  30.137 angle  270.0014C: set_parked_car_generator $F cars_to_generate_to  101014B: $10 = init_parked_car_generator #CHEETAH -1 -1  0 alarm  0 door_lock  0  0  10000 at  753.104  3927.071  30.137 angle  180.0014C: set_parked_car_generator $10 cars_to_generate_to  101014B: $11 = init_parked_car_generator #INFERNUS -1 -1  0 alarm  0 door_lock  0  0  10000 at  810.476  4602.602  68.387 angle  345.0014C: set_parked_car_generator $11 cars_to_generate_to  101014B: $12 = init_parked_car_generator #CHEETAH -1 -1  0 alarm  0 door_lock  0  0  10000 at  1014.263  4627.31  90.125 angle  0.0014C: set_parked_car_generator $12 cars_to_generate_to  101014B: $13 = init_parked_car_generator #CHEETAH -1 -1  0 alarm  0 door_lock  0  0  10000 at  916.969  4376.614  37.855 angle  180.0014C: set_parked_car_generator $13 cars_to_generate_to  101014B: $14 = init_parked_car_generator #PONY -1 -1  0 alarm  0 door_lock  0  0  10000 at  1147.007  4286.329  22.88 angle  180.0014C: set_parked_car_generator $14 cars_to_generate_to  101014B: $15 = init_parked_car_generator #LANDSTAL -1 -1  0 alarm  0 door_lock  0  0  10000 at  1366.106  4617.256  22.503 angle  180.0014C: set_parked_car_generator $15 cars_to_generate_to  101014B: $16 = init_parked_car_generator #SENTXS -1 -1  0 alarm  0 door_lock  0  0  10000 at  2413.5  4824.79  22.447 angle  180.0014C: set_parked_car_generator $16 cars_to_generate_to  101014B: $18 = init_parked_car_generator #PCJ600 -1 -1  0 alarm  0 door_lock  0  0  10000 at  861.815  3808.57  68.063 angle  270.0014C: set_parked_car_generator $18 cars_to_generate_to  101014B: $19 = init_parked_car_generator #LINERUN -1 -1  0 alarm  0 door_lock  0  0  10000 at  397.608  4417.426  87.684 angle  180.0014C: set_parked_car_generator $19 cars_to_generate_to  101014B: $1A = init_parked_car_generator #BOXVILLE -1 -1  0 alarm  0 door_lock  0  0  10000 at  2142.21  4318.91  52.793 angle  270.0014C: set_parked_car_generator $1A cars_to_generate_to  101014B: $1B = init_parked_car_generator #LINERUN -1 -1  0 alarm  0 door_lock  0  0  10000 at  685.954  4090.261  52.864 angle  270.0014C: set_parked_car_generator $1B cars_to_generate_to  101014B: $1C = init_parked_car_generator #DELUXO -1 -1  1 alarm  0 door_lock  0  0  10000 at -1022.6 -868.6  12.2 angle  175.0014C: set_parked_car_generator $1C cars_to_generate_to  0014B: $1D = init_parked_car_generator #SABRETUR -1 -1  1 alarm  0 door_lock  0  0  10000 at -1014.1 -869.4  12.2 angle  188.0014C: set_parked_car_generator $1D cars_to_generate_to  0014B: $1E = init_parked_car_generator #SANDKING -1 -1  1 alarm  0 door_lock  0  0  10000 at -1014.3 -868.8  17.9 angle  195.0014C: set_parked_car_generator $1E cars_to_generate_to  0014B: $1F = init_parked_car_generator #HOTRING -1 -1  1 alarm  0 door_lock  0  0  10000 at -1023.2 -868.1  17.9 angle  172.0014C: set_parked_car_generator $1F cars_to_generate_to  0014B: $20 = init_parked_car_generator #SEASPAR -1 -1  0 alarm  0 door_lock  0  0  10000 at -379.0 -632.1  10.2 angle  187.2014C: set_parked_car_generator $20 cars_to_generate_to  0014B: $21 = init_parked_car_generator #RHINO -1 -1  0 alarm  0 door_lock  0  0  10000 at -1720.3 -239.6  14.8 angle  92.0014C: set_parked_car_generator $21 cars_to_generate_to  0014B: $22 = init_parked_car_generator #HUNTER -1 -1  0 alarm  0 door_lock  0  0  10000 at -1681.2 -103.7  14.7 angle  180.0014C: set_parked_car_generator $22 cars_to_generate_to  0014B: $23 = init_parked_car_generator #HUNTER -1 -1  0 alarm  0 door_lock  0  0  10000 at -72.4 -1607.9  12.7 angle  0.0014C: set_parked_car_generator $23 cars_to_generate_to  00051: return

 

Edited by Mc-Kay

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Y_Less

:Label0031560001: wait  250 ms0247: request_model #HUNTER0247: request_model #BOXVILLE0247: request_model #BARRACKS0247: request_model #BARRACKS0247: request_model #SENTXS0247: request_model #SKIMMER0001: wait  100 ms00D6: if  50248:   model #HUNTER available0248:   model #BOXVILLE available0248:   model #BARRACKS available0248:   model #BARRACKS available0248:   model #SENTXS available0248:   model #SKIMMER available004D: jump_if_false ££Label003156

 

 

Should look more like:

 

 

:Label003156; No wait here0247: request_model #HUNTER0247: request_model #BOXVILLE0247: request_model #BARRACKS0247: request_model #BARRACKS0247: request_model #SENTXS0247: request_model #SKIMMER038B: load_requested_models:Label003156b; Try to use sensible label names like ":main_model_load"0001: wait  0 ms; Don't need to wait long00D6: if  50248:   model #HUNTER available0248:   model #BOXVILLE available0248:   model #BARRACKS available0248:   model #BARRACKS available0248:   model #SENTXS available0248:   model #SKIMMER available004D: jump_if_false ££Label003156b

 

 

Also, you shouldn't really use create_car to place cars that will nearly always be there, it messes with the game, more than 7 and random cars stop appearing.

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Quadropheniac90

Could it be, when placing some cars in VC with the create_car opcode, that when you're in LC, the game lags as hell? Maybe that's causing a part of the lagging? Anyways, parked car generators, is there a limit?

 

@Anyone who has SA: Can you please send me the interior IDE's and IPL's? I need them for cutscenes. smile.gif

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Y_Less
Could it be, when placing some cars in VC with the create_car opcode, that when you're in LC, the game lags as hell? Maybe that's causing a part of the lagging? Anyways, parked car generators, is there a limit?

 

@Anyone who has SA: Can you please send me the interior IDE's and IPL's? I need them for cutscenes. smile.gif

That would make the game lag as the create_car OpCode forces a car to spawn, wherever the player is in relation to it. And yes, there is a limit I just don't know it.

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Quadropheniac90
Yay, I managed to get a VC cutscene play and after it place Tommy back to where he was. If I can manage to make some animations and do some tuts on rigging, I might be able to get some nice new cutscenes. Not sure though. I take it someone did this before, right? I mean, cutscenes are hard, but playing them is easy right? smile.gif

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tux.coder

I think I would better split parked cars into 3 pieces:

- VC cars

- LC cars

- MLL & Army base cars

 

In this way, we can avoid the limit, and have a clean code.Since I desgin the functions mostly as subs, all we need is to call them in specific times.A thread which is always running can take care of all parked cars.But Y_Less, why that kind of method lags the game ? Then if we call the functions when player's on sea ? There's far distance between major cities.

 

@teun: Mate, I had to go to mall and just returned home.But I debugged my parked car code generator program; i think i'll have lc cars in the middle of night or tomorrow.Just levae all parked car works to me.BTW, how's you minigame ?

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