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Can you change your character?


cam717

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i was wondering if you can edit the script and make it to where you CAN play all the missions, but as one of CJ's homies instead of CJ. im pretty sure its possible, but cant find a script EDITOR. and even if i did, id be clueless on how to do it. if anybody can help me with my problem id really appreciate it. thank you in advance to anyone that can help

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Hi,

@cam717 load your model and use the opcode 09C7, like this:

 

create_thread @MODEL :MODELthread 'MODEL' wait 0 Model.Load(#FAM1)038B: load_requested_models if   Model.Available(#FAM1)jf @MODEL 09C7: set_player $PLAYER_CHAR modelID_to #FAM1 end_thread 

 

And...this is the change in the stripped .scm:

 

DEFINE OBJECTS 1DEFINE OBJECT SANNY BUILDER v. 2.99e  DEFINE MISSIONS 0DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA scriptDEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.1.0000}//-------------MAIN---------------thread 'MAIN' 01F0: set_player_max_wanted_level_to 6 set_wb_check_to 0 00C0: set_current_time_hours_to 8 current_time_minutes_to 0 04E4: UNKNOWN refresh_game_renderer_at 2488.562 -1666.865 Camera.SetAtPos(2488.562, -1666.865, 13.3757)#NULL = Player.Create(2488.562, -1666.865, 12.8757, $PLAYER_CHAR)$PLAYER_CHAR = Actor.EmulateFromPlayer($PLAYER_ACTOR)07AF: get_player $PLAYER_CHAR group_to $PLAYER_GROUP Camera.SetBehindPlayerset_weather 0 wait 0 Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)Player.Build($PLAYER_CHAR)Player.CanMove($PLAYER_CHAR) = Truefade 1000 1 select_interior 0 0629: change_stat 181 to 4 // integer values 016C: restart_if_wasted_at_3D_coord 2027.77 -1420.52 15.99 Z_angle 137.0 for_town_number 0 016D: restart_if_busted_at_3D_coord 1550.68 -1675.49 14.51 Z_angle 90.0 for_town_number 0 0180: set_on_mission_flag_to $ONMISSION 03E6: remove_text_box create_thread @MODEL end_thread :MODELthread 'MODEL' wait 0 Model.Load(#FAM1)038B: load_requested_models if   Model.Available(#FAM1)jf @MODEL 09C7: set_player $PLAYER_CHAR modelID_to #FAM1 end_thread 

 

Go to this topic for more info:

http://www.gtaforums.com/index.php?showtopic=274233

Good luck.

 

PS: I have used the Sanny Builder coding with the Undefined Opcodes Database 2.3 reloaded

 

Bye Bye

-Wesser-

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Wesser the code you supplied does compile with sanny but it crashes for me (I probably f3ck3d it up) can you please tell me what the opcodes for the following two lines are so that I can try it out on BWs scripter ...

 

Model.Load(#FAM1)

Model.Available(#FAM1)

 

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Hi,

@xchg, these are the opcodes number:

 

0247=1,request_model %1o% 0248=1,  model %1o% available

 

 

Bye Bye

-Wesser-

 

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so with that youll be able to play the missions too? and what about the cutscenes? ill try to do it, but im not sure what u mean by loading the model. haha, ill try though. thank you for your help so far. smile.gif p.s. : whats a stripped scm?

Edited by cam717
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Thanks Wesser I got it to change the model trying to do a wrap around loop but its crashing at certain spots. I opened up peds.ide and sure enough there are gaps in the sequence that need to be avoided. Not that difficult to do actually just a series of compound if statements that force a skip if one of the bad numbers get passed in. Damn sloppy that those gaps exist in the first place, especially from a company as big as Rockstar.

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if you set "define mission" to zero, doesnt it make it so you cant play any missions?

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I would imagine so cam717 but using a stripped down main.scm is the most practical way of getting a mission mod to work only once you have all the bugs sorted should you put the mod into a full main.scm

Also I dont think you can set the player model to any of the spcial charictors at least not with this technique I found the right numbers for Smoke Sweet and Ryder but when I tried to set those models to the player the game always crashes sad.gif

The best work around that I can think of is to install the homies mod which replaces the normal gang members with ones from the story then use this technique to load the models to the player. I will be doing this for Claude Speed I think he would be a great charictor to play as.

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I'll have to look into that Demarest, I have a normal pedestrian selector but it still needs some work maybe its just my inexperience but the game hangs at random charictors some times those charictors will load fine other times it crashes also these models have a tendency to get stuck on objects that they aren't physically touching dont really know whats causing that so far they have gotten stuck in a wall that was 1/2 meter away and lamppost are best avoided too.

Anyway at the very start of the game you get a chance to select a charictor by scrolling with next weapon. press action to select this also ends the thread. Dont use previous weapon I havent quite gotten the scrolling backwards stuff working yet ...

 

goes with create thread ...

 

004F: create_thread ££AVATAR_1

 

 

goes before mission 0 ...

 

:AVATAR_103A4: name_thread 'AVATAR'0004: $24 =  0 ;; integer values0002: jump ££AVATAR_12:AVATAR_40247: request_model $24:AVATAR_50001: wait  0 ms00D6: if  00248:   model $24 available004D: jump_if_false ££AVATAR_509C7: $PLAYER_CHAR $24 04F7: status_text $24  0 line  1 'PLAYA'0249: release_model $23:AVATAR_120084: $23 = $24 ;; integer values and handles0006: @0 =  0 ;; integer values:AVATAR_140001: wait  0 ms00D6: if  080E1:   NOT   key_pressed  0  7004D: jump_if_false ££AVATAR_6300D6: if  080E1:   NOT   key_pressed  0  14004D: jump_if_false ££AVATAR_650002: jump ££AVATAR_14:AVATAR_22005F: $24 += @0 ;; floating-point values 00D6: if  68038:   NOT   $24 ==  1 ;; integer values8038:   NOT   $24 ==  2 ;; integer values8038:   NOT   $24 ==  3 ;; integer values8038:   NOT   $24 ==  4 ;; integer values8038:   NOT   $24 ==  5 ;; integer values8038:   NOT   $24 ==  6 ;; integer values8038:   NOT   $24 ==  8 ;; integer values004D: jump_if_false ££AVATAR_2200D6: if  68038:   NOT   $24 ==  42 ;; integer values8038:   NOT   $24 ==  65 ;; integer values8038:   NOT   $24 ==  74 ;; integer values8038:   NOT   $24 ==  86 ;; integer values8038:   NOT   $24 ==  119 ;; integer values8038:   NOT   $24 ==  149 ;; integer values8038:   NOT   $24 ==  201 ;; integer values004D: jump_if_false ££AVATAR_2200D6: if  68038:   NOT   $24 ==  202 ;; integer values8038:   NOT   $24 ==  208 ;; integer values8038:   NOT   $24 ==  265 ;; integer values8038:   NOT   $24 ==  266 ;; integer values8038:   NOT   $24 ==  267 ;; integer values8038:   NOT   $24 ==  268 ;; integer values8038:   NOT   $24 ==  269 ;; integer values004D: jump_if_false ££AVATAR_2200D6: if  48038:   NOT   $24 ==  270 ;; integer values8038:   NOT   $24 ==  271 ;; integer values8038:   NOT   $24 ==  272 ;; integer values8038:   NOT   $24 ==  273 ;; integer values8038:   NOT   $24 ==  289 ;; integer values004D: jump_if_false ££AVATAR_2200D6: if  08028:   NOT   $24 >=  290 ;; integer values004D: jump_if_false ££AVATAR_610002: jump ££AVATAR_4:AVATAR_610004: $24 =  0 ;; integer values0002: jump ££AVATAR_4:AVATAR_630006: @0 =  1 ;; integer values0002: jump ££AVATAR_22:AVATAR_650001: wait  1000 ms0151: remove_status_text $24004E: end_thread

 

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