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BEGINit

beginner in TC

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BEGINit

Thanks for answering. One question. It would be could to have those high quality cutscenes before the missions. Is it pssible to make it? If yes which software creates it?

And one more thing. I tried to add new rampage. I copied everything and added something as I need (Ex: total_rampages...21, $Rampage21_location1 ect. ). It looked perfect, but it didnt work. I remembered that there was a topic ''what you should know about rampages'' or something like that, but i can't find it. Maybe I missed it. Well, could someone explain what should I now and why it's not working?

Edited by BEGINit

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Demarest
Need more info. It sounds like you're saying you've ONLY upped the total and made a pickup. You also need to check if the pickup is picked up and initialize the rampage. Immitate existing code.

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BEGINit

 

The code in rampages script:

 

 

0408: set_total_rampages_to 21

0004: $27D = 0 ;; integer values

0004: $FLAG_RAMPAGE21_LOCATION1 = 0 ;; integer values

0213: $PICKUP_RAMPAGE21 = create_pickup -31 (KILLFRENZY) type 3 at 1119.0 -1140.0 11.0

0004: $280 = 10 ;; integer values

 

:MyRampage

0001: wait 500 ms

00D6: if 0

0038: $27D == 0 ;; integer values

004D: jump_if_false ££Label0199DA

00D6: if 0

0214: pickup $PICKUP_RAMPAGE21 picked_up

004D: jump_if_false ££Label0199DA

0004: $ONMISSION = 1 ;; integer values

01F9: init_rampage "PAGE_00" 6 120000 $280 #YANKEE #MULE -1 (PLAYERSDOOR) -1 (PLAYERSDOOR) 0 ;; .

0247: request_model #YANKEE

0247: request_model #MULE

03DF: all_random_peds #PIMP

00BA: text_styled "RAMPAGE" 5000 ms 5 ;; RAMPAGE!!

01E3: text_1number_styled "PAGE_01" $280 6000 ms 6 ;; Murder ~1~ Diablos in 120 seconds!

01FA: $FLAG_RAMPAGE_STATUS = rampage_status

 

:Label019913

00D6: if 0

0038: $FLAG_RAMPAGE_STATUS == 1 ;; integer values

004D: jump_if_false ££Label019935

0001: wait 0 ms

01FA: $FLAG_RAMPAGE_STATUS = rampage_status

0002: jump ££Label019913

 

:Label019935

00D6: if 0

0038: $FLAG_RAMPAGE_STATUS == 2 ;; integer values

004D: jump_if_false ££Label019955

0004: $27D = 1 ;; integer values

0050: gosub ££Label01B209 (Passed)

 

:Label019955

00D6: if 0

0038: $FLAG_RAMPAGE_STATUS == 3 ;; integer values

004D: jump_if_false ££Label0199C6

00BA: text_styled "RAMP_F" 5000 ms 5 ;; RAMPAGE FAILED

0215: destroy_pickup $PICKUP_RAMPAGE21

00D6: if 0

0038: $FLAG_RAMPAGE21_LOCATION1 == 0 ;; integer values

004D: jump_if_false ££Label0199AD

0213: $PICKUP_RAMPAGE21 = create_pickup -31 (KILLFRENZY) type 3 at 1119.0 -1140.0 11.0

0004: $FLAG_RAMPAGE21_LOCATION1 = 1 ;; integer values

0002: jump ££Label0199C6

 

:Label0199AD

0213: $PICKUP_RAMPAGE21 = create_pickup -31 (KILLFRENZY) type 3 at 1119.0 -1140.0 11.0

0004: $FLAG_RAMPAGE21_LOCATION1= 0 ;; integer values

 

:Label0199C6

03DF: all_random_peds -1 (PLAYERSDOOR)

0249: release_model #YANKEE

0249: release_model #MULE

0004: $ONMISSION = 0 ;; integer values

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Demarest
01F9: init_rampage "PAGE_00" 6 120000 $280 #YANKEE #MULE -1 (PLAYERSDOOR)

We always say immitate existing code. Do you see original code specifying CAR models ever? I don't. I see it using -2 to specify cars in general. So I will assume this is the problem.

 

And I just realized that last time, I didn't answer your cutscene question. No, there's no way for us to make true cutscenes. If you have the patience, you can simulate one by using action sequences of ped/car commands. The end result is kind of raw and has a VERY high effort:yield ratio, but it's do-able.

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BEGINit

Thanx for answering. I'll try smth. with rampages.

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BEGINit

I changed Mule and Yankee into GANG01 and GANG02 everywhere. It still doesn't work. What could be wrong? sad.gif

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Demarest

"doesn't work" doesn't tell us anything.

 

I'm not one for holding hands and you don't seem to be all that willing to put forth much effort. Please try harder in the future both in your game and your posts.

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BEGINit

Yeah, you are right. I'm sorry. Looks like i want everything to go easy. Well, i found some mistakes and a rampage works perfect now. Sorry one more time and thank you for giving me this lecture.

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Demarest
Well, i found some mistakes and a rampage works perfect now.

Wow! That's great to hear. You know, you should post what the fix was so that anybody in the future with a similar problem/question/concern can benefit from your efforts.

 

And you're not alone. Everybody wants it to go easy and sometimes we're lucky that it does. Othertimes though, it's just important to realize that we're tinkering with something that is the sum of its parts, so the answer is there SOMEWHERE. We just have to find it. As long as I conquer it (and it's not somebody else screwing up my work for no reason wink.gif), I actually enjoy troubleshooting mistakes I make.

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BEGINit

Nice to hear some friendly words. Well it was really silly mistake. I created/copied my rampage and placed it above original ones. But i forgot to loop into my new code at the last rampage code. And I didn't immitate exactly whole code(random pedestrians). nd thats about it. Thank you one more time for helping me.

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BEGINit

Hi. I have two questions.

1. In my intro - first mission i forgot to put load island data. I tried put it in some places but Portland doesn't load properly. So I want to ask where and what load island data i should put? Maybe at the beginning of intro, maybe at the point when you gain control of the player. My intro takes place in portland.

2. I was thinking...then thinking even more... I want to learn more about TradeMarks and copyrights. What can I (we) do and what cannot? What is legal and what is not? And what can I produce and what not? Maybe it is the wrong topic, but i post this question here. I hope someone will answer.

Thank you.

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grovespaz

About question number 1, its usually in mission 0, if I recall correctly.\

 

If you use a stripped mission script, it should look like this:

 

;-------------Mission 0---------------; Originally: Intro movie:Label01129D0050: gosub £Label0112C100D6: if  00112:   wasted_or_busted004D: jump_if_false £Label0112B80050: gosub £Label0113D0:Label0112B80050: gosub £Label0113D2004E: end_thread:Label0112C103A4: name_thread "INTRO"0004: $ONMISSION =  1 ;; integer values0001: wait  0 ms0004: $BUSTED_HELP_NUMBER_DISPLAYED =  0 ;; integer values01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)01C0: $47D = player $PLAYER_CHAR wanted_level0110: clear_player $PLAYER_CHAR wanted_level01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)03F7: load_island_data  0  0001: wait  2000 ms

 

Please note: this code is written in MB 5.0, so it uses the Vice City syntax. The code however is written for GTAIII wink.gif

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BEGINit

OK i will try like this. Thanx.

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Demarest

A stripped SCM is exactly that: stripped. As in no mission data. Here's the stripped SCM I made for GTA3

DEFINE VERSION 4.40002: jump(££LabelSECONDSEGMENT)DEFINE ZEROS  218:LabelSECONDSEGMENT0002: jump(££LabelTHIRDSEGMENT)DEFINE OBJECTS  3DEFINE OBJECT (no name)                   \\ This is an unused object. You can put anything here.DEFINE OBJECT INDHELIX_BARRIER            \\ Object number -1DEFINE OBJECT LOD_LAND014                 \\ Object number -2:LabelTHIRDSEGMENT0002: jump(££LabelMAIN)DEFINE MISSIONS  0;-------------MAIN---------------:LabelMAIN03A4: name_thread("MAIN")01F0: max_wanted_level =  6?0111: ::disable0?::_wasted_busted_check00C0: set_current_time( 12?,  0?)03F7: load_island_data( 0?)0053: create_player($PLAYER_CHAR, #NULL) at( 811.875!, -939.938!,  35.75!)0171: player($PLAYER_CHAR).z_angle =  180!01F5: actor($PLAYER_ACTOR) = player($PLAYER_CHAR)0373: set_camera_directly_behind_for_follow_ped0363: toggle_model_render_at( 1027.25!, -933.75!,  15!)radius( 50!)obj(-1?(INDHELIX_BARRIER))  0?03B6: replace_model_at( 1027.25!, -933.75!,  15!)radius( 50!)from(-1?(INDHELIX_BARRIER))to(-2?(LOD_LAND014))01B6: weather( 0?)034B: staunton_complete()0352: actor($PLAYER_ACTOR).skin = "PLAYER"0353: refresh_actor $PLAYER_ACTOR016A: fade::_back1?: 1000&ms)01B4: player($PLAYER_CHAR).frozen = ::false1?::01B7: release_weather():LabelMAIN30001: wait( 250& ms)0002: jump(££LabelMAIN3)

 

 

 

1. In my intro - first mission i forgot to put load island data. I tried put it in some places but Portland doesn't load properly. So I want to ask where and what load island data i should put? Maybe at the beginning of intro, maybe at the point when you gain control of the player. My intro takes place in portland.
We've been over this before: immitate existing code. Where does the game use it? That's a good idea.

 

 

2. I was thinking...then thinking even more... I want to learn more about TradeMarks and copyrights. What can I (we) do and what cannot? What is legal and what is not? And what can I produce and what not? Maybe it is the wrong topic, but i post this question here. I hope someone will answer.

Thank you.

If you're not talking about GTA, then this question has no place here. If you ARE asking about GTA, then YOU have no place here. We as modders are already making use of R*'s work. We'd be hypocrites in the extreme to want to copyright the stuff we do. Besides that, R*'s EULA already makes you agree that whatever work you do for their game belongs to them. Why not just enjoy this game, modding this game, allowing others to enjoy new aspects of it, etc? Edited by Demarest

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BEGINit

Oh thx for answering. I'm still modding and im not gonna stop. (For now).

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BEGINit

Hi. In my intro two mafia guys hve to kill two columbian guys. They do, but one of them after shooting colombians runs away (fast) somewhere. I have no idea why it happens? The other stands still as it must be. Maybe you know why it happens?

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grovespaz

When using the 009a create actor opcode, have you set the pedtype flag to special(19)?

 

Maybe you can use this opcode, but i never tried it, so it might go shooting the other actor to..

Comes from the VC-DB, most work on GTAIII too.

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BEGINit

Thanx. BTW...good link...

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grovespaz
Thanx. BTW...good link...

wink.gif No problem, glad I could help.

 

I'm surprised you have coded that much without the DB as a beginning coder. Good job!

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BEGINit

Thank you, I'm trying...

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BEGINit

Hi, few more questions.

1. There is a mission(Stounton boss). The columbians took over the callahan bridge. You have to kill them. If you go from SI everything is normal But looks like the columbians are created in SI couse if I go from Portland looks like the game doesnt load them and thei are standing on th air and do nothing. Can I fix it that everything vould be perfect?

2. About STATUS. Is it possible to configure it. Ex. Make to be 30 rampages instead of 20, change offroad games time configuration etc.

3. About game progress. As I guess those percents are related with mission points. Am I right?

Thanx.

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BEGINit

Hello. Hmm... I noticed that if I use actor $blah kill_player... the actor does nothing if the player is in a car. Is it possible to make that the actor vould trie to kill player everytime? And it vold be great if someone vould answer my questions above...

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BEGINit

OK. One more question... Well... i still dont get it..how, where and when use gosub. Wherever i use it everything below (codes written below) is not working in a mission. So could someone explain how to use gosub?

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BEGINit

Hello...one more question... Well...mmm... On this topics icon i noticed blue dot. I didnt get it what does it mean. And there was only one place whre were dots. Punishments. So I wanna ask...am I banned. Well i didnt get any PM's. If not, what does this dot mean? THNX 4 ANSWERS.

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BEGINit

Hi its me again... OK in my final mission i wanted to do smth like a war... I wnted to do like...thre are 2 mafiosos. You kill them - more appear. You kill those - even more appear. And so on..till the certain number of mafiosos is killed. I didnt wanted to create a lot of actors. Ok so I wrote this piece of code:

 

0004: $87B = 0 ;; integer values

009A: $87C = create_actor 21 #GANG02 at 1370.0 -286.0 49.0

0187: $87D = create_marker_above_actor $87C

009A: $87E = create_actor 21 #GANG02 at 1374.0 -286.0 49.0

0187: $87F = create_marker_above_actor $87E

011A: set_actor $87C flags 16

011A: set_actor $87E flags 16

 

:Label040BB0

0001: wait 0 ms

00D6: if 0

0118: actor $87E dead

004D: jump_if_false £Label040BD0

0164: disable_marker $87F

0008: $87B += 1 ;; integer values

 

:Label040BD0

0001: wait 0 ms

00D6: if 0

0118: actor $87C dead

004D: jump_if_false £Label040BB0

0164: disable_marker $87D

0008: $87B += 1 ;; integer values

 

:xxx

0001: wait 0 ms

00D6: if 0

0028: $87B >= 2 ;; integer values

004D: jump if false £Label040BB0

00A0: store_actor $87E position_to $880 $881 $882

00A0: store_actor $87C position_to $883 $884 $885

 

:Label040C0D

0001: wait 0 ms

0009: $880 += 5.75 ;; floating-point values

0009: $881 += 7.75 ;; floating-point values

0009: $884 += 8.75 ;; floating-point values

0009: $883 += 3.75 ;; floating-point values

000D: $882 -= 1.0 ;; floating-point values

000D: $885 -= 1.0 ;; floating-point values

009A: $886 = create_actor 21 #GANG01 at $880 $881 $882

01B2: give_actor $886 weapon 2 ammo 999

0187: $887 = create_marker_above_actor $886

01CA: actor $886 kill_player $PLAYER_CHAR

009A: $888 = create_actor 21 #GANG02 at $884 $883 $885

01B2: give_actor $888 weapon 2 ammo 999

0187: $889 = create_marker_above_actor $888

01CA: actor $888 kill_player $PLAYER_CHAR

009A: $88A = create_actor 21 #GANG01 at 1370.0 -299.0 48.5

01B2: give_actor $88A weapon 2 ammo 999

0187: $88B = create_marker_above_actor $88A

01CA: actor $88A kill_player $PLAYER_CHAR

009A: $88C = create_actor 21 #GANG02 at 1370.0 -270.0 48.5

01B2: give_actor $88C weapon 2 ammo 999

0187: $88D = create_marker_above_actor $88C

01CA: actor $88C kill_player $PLAYER_CHAR

 

:Label040D11

0001: wait 0 ms

00D6: if 0

0118: actor $886 dead

004D: jump_if_false £Label040D31

0164: disable_marker $887

0008: $87B += 1 ;; integer values

 

:Label040D31

0001: wait 0 ms

00D6: if 0

0118: actor $888 dead

004D: jump_if_false £Label040D51

0164: disable_marker $889

0008: $87B += 1 ;; integer values

 

:Label040D51

0001: wait 0 ms

00D6: if 0

0118: actor $88A dead

004D: jump_if_false £Label040D71

0164: disable_marker $88B

0008: $87B += 1 ;; integer values

 

:Label040D71

0001: wait 0 ms

00D6: if 0

0118: actor $88C dead

004D: jump_if_false £Label040D11

0164: disable_marker $88D

0008: $87B += 1 ;; integer values

0001: wait 0 ms

00D6: if 0

8038: NOT $88E == 1 ;; integer values

004D: jump_if_false £Label040DFD

00D6: if 0

8038: NOT $88F == 1 ;; integer values

004D: jump_if_false £Label040E16

00D6: if 0

8038: NOT $890 == 1 ;; integer values

004D: jump_if_false £Label040E36

00D6: if 0

8038: NOT $891 == 1 ;; integer values

004D: jump_if_false £Label040E56

00D6: if 0

0028: $87B >= 6 ;; integer values

004D: jump_if_false £Label040D11

0004: $891 = 1 ;; integer values

0002: jump £Label040E6F

 

:Label040DFD

00D6: if 0

0028: $87B >= 22 ;; integer values

004D: jump_if_false £Label040D11

0002: jump £THE_END

 

:Label040E16

00D6: if 0

0028: $87B >= 18 ;; integer values

004D: jump_if_false £Label040D11

0004: $88E = 1 ;; integer values

0002: jump £Label040E6F

 

:Label040E36

00D6: if 0

0028: $87B >= 14 ;; integer values

004D: jump_if_false £Label040D11

0004: $88F = 1 ;; integer values

0002: jump £Label040E6F

 

:Label040E56

00D6: if 0

0028: $87B >= 10 ;; integer values

004D: jump_if_false £Label040D11

0004: $890 = 1 ;; integer values

 

:Label040E6F

0001: wait 0 ms

00A0: store_actor $88C position_to $880 $881 $882

00A0: store_actor $888 position_to $884 $883 $885

0002: jump £Label040C0D

 

As you may know its not working as I want. 1. It looks like the actors appear not by killing the certain number of them but buy killing the certain actor. 2. And after some of their death the markers do not disappear. 3. Following the first the code ends (THE_END) not by killing all 22, but by killing only some of the actors.

So please could someone explain whats the problem?

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Freakingfreak

the problem is with your if player dead routines

 

 

:Label040BB00001: wait 0 ms00D6: if 00118: actor $87E dead004D: jump_if_false £Label040BD00164: disable_marker $87F0008: $87B += 1;; integer values:Label040BD00001: wait 0 ms00D6: if 00118: actor $87C dead004D: jump_if_false £Label040BB00164: disable_marker $87D0008: $87B += 1;; integer values:xxx0001: wait 0 ms00D6: if 00028: $87B >= 2;; integer values004D: jump if false £Label040BB000A0: store_actor $87E position_to $880 $881 $88200A0: store_actor $87C position_to $883 $884 $885

 

 

now,what happens if player $87c die first ?

$87B gets is +1 afterwards the code jumps back to Label040BB0 and then if player $87E still alive it goes back to

Label040BD0,but player $87c allready dead ,so $87B gets another +1 and then the code goes on,later in the thread with

the additional if players dead checks it goes all over again ,and u get those funky effects.

so what u should do instead is a longer way, but more fail safe:

 

 

:Label040BB00001: wait 0 ms00D6: if 08118: NOT actor $87E dead 004D: jump_if_false £Label040BD000D6: if 08118: NOT actor $87C dead004D: jump_if_false £Label040BD0bjump:Label040BB0:Label040BD00164: disable_marker $87F0008: $87B += 1;; integer valuesLabel040BD0a0001: wait 0 ms00D6: if 00118: actor $87C dead004D: jump_if_false £Label040BD0ajump:continue :Label040BD0b0164: disable_marker $87D0008: $87B += 1;; integer values:Label040BD0c0001: wait 0 ms00D6: if 00118: actor $87E dead004D: jump_if_false £Label040BD0bjump:continue 

 

 

its gets more frustrating when you spawn bigger numbers of enemies but its fail safe way .

its also save you the need to use all those mini flags for this ex : $87B >= 2

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BEGINit

Yeah...i'm using your method(THANK YOU) and its really frustrating. Like i'm gonna die.. But I wont give up and i'm looking forward to seeing the result. Thanx again.

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BEGINit

HEY its working. TYVM...

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