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Hydra Vigilante


Alexi4a
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I noticed here: http://www.gtasanandreas.net/oddjobs/ that you can place the hydra into vigilante mode on the PS2 by pressing RC3. Is there a way to do vigilante missions with the hydra on PC?

 

If not, a possible workaround would be to get into a police vehicle, start a vigilante mission, and then get out and go into the hydra. The 59 second timer would go of requiring that you enter another police vehicle but you could turn that one off by using a trainer (the +151 Crazytrainer for intance has it under "Turn of Cop & Pimp Timer") and then go into a hydra (note that the main timer would keep going so you could still be time bound in the vigilante mission (thus actualy having a "thrill factor").

 

Does anyone know if there is a bit that you could set in main.scm or elsewhere that would mark the Hydra as a Police vehicle so that the bottom timer would turn off if you entered the hydra in the middle of a vigilante?

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errr...First, there's no vigilante mission on Hydra in the PS2 SA! The R3 retracts and extands Hydra's Landing Gear. Your idea about making the vigilante's timer freeze when you get out of the police vehicle is the only idea to make it work... Plus, there's no point to have fun in vigilante with the hydra... It's too damn easy rolleyes.gif

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You could, pretty simple really, but it requires modding and start the game from scratch...

Yeah, it is pretty simple. But of course it requires modding (duh), also, I think you'll only need to modify the Vigilante mission code - so no need to start a new game (even if otherwise, you can use Darkpact).

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You could, pretty simple really, but it requires modding and start the game from scratch...

Yeah, it is pretty simple. But of course it requires modding (duh), also, I think you'll only need to modify the Vigilante mission code - so no need to start a new game (even if otherwise, you can use Darkpact).

Nah, Darkpact works on using the start of the main.scm that isn't analyzed the same way the rest of the script it. Thus allowing you to play them on a different savegame. But it's mostly only used for new scripts, this requires editing an already in the game script, which can't be edited with Darkpact because it's in the game main script, not int the un-analyzed spots, which is mostly just after the info on the player model and start up health/money/etc.

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You could, pretty simple really, but it requires modding and start the game from scratch...

Yeah, it is pretty simple. But of course it requires modding (duh), also, I think you'll only need to modify the Vigilante mission code - so no need to start a new game (even if otherwise, you can use Darkpact).

Nah, Darkpact works on using the start of the main.scm that isn't analyzed the same way the rest of the script it. Thus allowing you to play them on a different savegame. But it's mostly only used for new scripts, this requires editing an already in the game script, which can't be edited with Darkpact because it's in the game main script, not int the un-analyzed spots, which is mostly just after the info on the player model and start up health/money/etc.

Doesn't matter, I'm pretty sure you could also do this by inserting a new thread if needed.

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Or you could replace something pointless like a police bike with the hydras id.

That would be the "bad workaround"ish way. >_> And it's probably more effort than just inserting a new SCM thread (psuedo-code)

:hydravigwaitif 2  player defined  key_pressed SUBMISSION;;replace with respective key ID  $ON_MISSION == 0jf hydravig_1;;if 0  actor $player_actor driving #HYDRA;;other cars are already handled by defaultjf hydravigstart_mission VIGILANTE;;replace with respective mission ID;;$ON_MISSION = 1jump hydravig

 

 

(then editing the vigilante mission itself a bit to "support" the hydra as well).

 

Also, the cop bike isn't pointless.

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you suck man the guy just helped you aand all you can do is download a mod. newbies these days. get worse each time you talk with them.

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