Vicolaships Posted August 14, 2007 Share Posted August 14, 2007 Hi all, i'm trying to use DARKPACT level III San Andreas, but it don't works, :MAIN_3920001: wait 0 ms00D6: if 00038: $24 == 1 ;; integer values004D: jump_if_false ££MAIN_3920417: start_mission 2 ; Originally:0002: jump ££MAIN_3920256: player $PLAYER_CHAR defined004D: jump_if_false ££MAIN_641077E: $ACTIVE_INTERIOR = active_interior0652: $ISLANDS_UNLOCKED = stat 181 (islands unlocked) ; integer07D0: $WEEKDAY = weekday ;-------------Mission 2---------------; Originally: :INTRO_103A4: name_thread 'INTRO'00D6: if 08038: NOT $24 == 0004D: jump_if_false £NEWGAMECONTINUE008B: @0 = $590004: $59 = 86507520004: $60 = 489295380004: $61 = 53298280006: @1 = 2360004: $5353 = 1343493980050: gosub @10008: $60 += 10240004: $5353 = 167969280050: gosub @10008: $60 += 10240004: $5353 = 617840050: gosub @10008: $60 += 10240004: $5353 = -14091531540050: gosub @10008: $60 += 10240004: $5353 = 843002880050: gosub @10008: $60 += 10240004: $5353 = 16778528530050: gosub @1008A: $59 = @0008B: @0 = $1200012: @0 *= -8000A: @0 += £DARKPACTOR0050: gosub @0004E: end_thread:DARKPACTOR004F: create_thread ££DARKPACTLEVEL3MOD10004: $120 = 10051: return:NEWGAMECONTINUE0050: gosub £INTRO_900D6: if 00112: wasted_or_busted004D: jump_if_false £INTRO_70050: gosub £INTRO_1026 :MOB_GF_54600BE: text_clear_all0051: return:DARKPACTLEVEL3MOD100A1: put_actor $PLAYER_ACTOR at 0.0 0.0 10.0;-------------Mission 0---------------; Originally: Initial 1 0006: @32 = 0 ;; integer values:INTRO_9240002: jump £INTRO_102500D6: if 08019: NOT @32 > 1000 ;; integer values004D: jump_if_false £INTRO_9440001: wait 0 ms0050: gosub £INTRO_104900D6: if 08119: NOT car $60 wrecked004D: jump_if_false £INTRO_93600D6: if 080FE: NOT actor $PLAYER_ACTOR 0 ()near_point 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0004D: jump_if_false £INTRO_936 The game bug when I begin a new game (just after cinematics, when you controll CJ). And the game bugs too when I load a game. Please help me Link to comment Share on other sites More sharing options...
ZAZ Posted August 16, 2007 Share Posted August 16, 2007 (edited) Hi all, i'm trying to use DARKPACT level III San Andreas, but it don't works, :MOB_GF_54600BE: text_clear_all0051: return:DARKPACTLEVEL3MOD100A1: put_actor $PLAYER_ACTOR at 0.0 0.0 10.0;-------------Mission 0---------------; Originally: Initial 1 The game bug when I begin a new game (just after cinematics, when you controll CJ). And the game bugs too when I load a game. Please help me Your DARKPACTLEVEL3MOD1 should be a thread But its only Label with a put_actor code. Learn first how to write a thread. Look in tutorials topics The other darkpact changes are looking right Edited August 16, 2007 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Vicolaships Posted August 17, 2007 Author Share Posted August 17, 2007 Thanks for your answear ZAZ. I created a thread, but now when I load a game, nothing happens I don't understand ! I don't find any error. :DARKPACTLEVEL3MOD103A4: name_thread 'dark1'00A1: put_actor $PLAYER_ACTOR at 0.0 0.0 10.0004E: end_thread > Here is my main.txt < Link to comment Share on other sites More sharing options...
ZAZ Posted August 17, 2007 Share Posted August 17, 2007 I don't understand ! I don't find any error. :DARKPACTLEVEL3MOD103A4: name_thread 'dark1'00A1: put_actor $PLAYER_ACTOR at 0.0 0.0 10.0004E: end_thread This still isn't a thread Add a wait code and an if-player-defined-check Learn how to write a thread before trying Darkpact Use a stripped main CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Vicolaships Posted August 18, 2007 Author Share Posted August 18, 2007 After discuting with Y_Less, no more idea, i don't understand why the script isn't run. The gamespeed is normal, the script isn't run. I followed all the first post of THIS topic I give all modifications added to the original main : :MAIN_3910004: $EXTERNAL_SCRIPT_STATUS = 0 ;; integer values :MAIN_392 0001: wait 0 ms 00D6: if 0 0038: $24 == 1 ;; integer values 004D: jump_if_false ££MAIN_392 0417: start_mission 2 ; Originally: 0002: jump ££MAIN_392 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££MAIN_641 077E: $ACTIVE_INTERIOR = active_interior 0652: $ISLANDS_UNLOCKED = stat 181 (islands unlocked) ; integer 07D0: $WEEKDAY = weekday 004E: end_thread ;-------------Mission 2--------------- ; Originally: :INTRO_1 03A4: name_thread 'INTRO' 00D6: if 0 8038: NOT $24 == 0 004D: jump_if_false £NEWGAMECONTINUE 008B: @0 = $59 0004: $59 = 8650752 0004: $60 = 48929538 0004: $61 = 5329828 0006: @1 = 236 0004: $5353 = 134349398 0050: gosub @1 0008: $60 += 1024 0004: $5353 = 16796928 0050: gosub @1 0008: $60 += 1024 0004: $5353 = 61784 0050: gosub @1 0008: $60 += 1024 0004: $5353 = -1409153154 0050: gosub @1 0008: $60 += 1024 0004: $5353 = 84300288 0050: gosub @1 0008: $60 += 1024 0004: $5353 = 1677852853 0050: gosub @1 008A: $59 = @0 008B: @0 = $120 0012: @0 *= -8 000A: @0 += £DARKPACTOR 0050: gosub @0 004E: end_thread :DARKPACTOR 004F: create_thread ££DARKPACTLEVEL3MOD1 0004: $120 = 1 0051: return :NEWGAMECONTINUE 0050: gosub £INTRO_9 :DARKPACTLEVEL3MOD103A4: name_thread 'DARK1'0001: wait 1000D6: if 00256: player $PLAYER_CHAR defined 004D: jump_if_false ££DARKPACTLEVEL3MOD10001: wait 10015D: set_gamespeed 0.5004E: end_thread 0006: @32 = 0 ;; integer values :INTRO_924 0002: jump £INTRO_1025 00D6: if 0 8019: NOT @32 > 1000 ;; integer values 004D: jump_if_false £INTRO_944 0001: wait 0 ms 0050: gosub £INTRO_1049 00D6: if 0 8119: NOT car $60 wrecked 004D: jump_if_false £INTRO_936 00D6: if 0 80FE: NOT actor $PLAYER_ACTOR 0 ()near_point 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 004D: jump_if_false £INTRO_936 :INTRO_936 Bye, thanks for the reply Link to comment Share on other sites More sharing options...
ZAZ Posted August 19, 2007 Share Posted August 19, 2007 (edited) After discuting with Y_Less, no more idea, i don't understand why the script isn't run. The gamespeed is normal, the script isn't run. I followed all the first post of THIS topic Did you use the correct sascm.ini ? from 8. June 2005 ? Demarest wrote: only original SA main.scm and Barton Waterduck's Mission Builder 0.33-Craig's version. Your thread looks good now. Use the sascm.ini of Mission Builder 0.33 for SA Craig version Edited March 23, 2008 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Vicolaships Posted August 29, 2007 Author Share Posted August 29, 2007 I'm using the SA Builder wich is in download in the tutorial. It's not working ! Does someone have an DARKPACT for San Andreas working ? Please send me Link to comment Share on other sites More sharing options...
ZAZ Posted August 29, 2007 Share Posted August 29, 2007 (edited) I'm using the SA Builder wich is in download in the tutorial. It's not working ! Does someone have an DARKPACT for San Andreas working ? Please send me Oh, Dems link is dead find it at kostelecky.com Barton Waterduck's Mission Builder 0.33-Craig's version Not Found The requested URL /gta3code/zips/bwmb033.zip was not found on this server. Or what won´t work ? Compiling ? Using savefile ? Download this mod and decompile it. Its important that you use the first sascm.ini If Barton Waterduck's Mission Builder 0.33-Craig's version is not downloadable use this sascm.ini 1. sascm.ini edit________________________________________________________ Ok, the PleasureDome_Darkpactor isn´t a good pattern to make your own Darkpactor because the decompiling changes the label of one thread and in addition the plesureDome feature is written as mission. I uploadet the source text of an other Darkpacter which includes only one mod thread: CJtalk_00 Compile it with the sascm.ini of the download above kopie only the builded main.scm into SA Start the game and load an original save file Press ingame "Yes"-key on foot to let CJ talking in standing position Press ingame "No"-key on foot to let CJ talking in sitting position If its working, change the script of CJtalk_00 with your codes and try it again CJtalk-Darkpactor-source text Edited March 23, 2008 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Vicolaships Posted September 4, 2007 Author Share Posted September 4, 2007 This is not working, it seems the CJtalk_00 is not loaded. Did someone have an fonctional DARKPACT script ? PS: Many thanks for your help ZAZ Link to comment Share on other sites More sharing options...
pdescobar Posted September 4, 2007 Share Posted September 4, 2007 I have functional Darkpact scripts for SA, but the source is all in SannyBuilder format and so is quite different. If you want to look at one of those, let me know. I'll warn you they're a little sloppy, though, because I use them for experimentation and hadn't intended on releasing them. Alternatively, I've temporarily mirrored one of Dem's SA Darkpactor mods, the Pillager v1.1 mod for getting collectibles, at http://pdescobar.home.comcast.net/tmp/pillagerv11.zip; you'll have to decompile it to get the source though as that wasn't part of the package. If I can figure out some way to contact him, I'll get explicit permission for the mirroring, but the following statement was on his old website so I doubt there's an issue: I am a firm believer and an avid supporter of freedom. Freedom to be ourselves as well as enjoy ourselves. If you like my mods, my codes, or the ideas they give you, go with that. Use them, abuse them, hack them, duplicate them, distribute them, whatever. Have fun with it. This is, after all, a video game! And if you happen to feel like it, maybe mention that I helped inspire you or you found it here.Note: Quote retrieved from Google Cache Link to comment Share on other sites More sharing options...
ZAZ Posted September 4, 2007 Share Posted September 4, 2007 (edited) This is not working, it seems the CJtalk_00 is not loaded.Did someone have an fonctional DARKPACT script ? PS: Many thanks for your help ZAZ And this mod, did you try it. Does it works by you ? I belive your problem is caused by an other point. The mod or the CJtalk_00-script must work on original GTASA V1 installation. Do you have the second Edition ? I think no. Are your savegames based on original main.scm ? You should try it on new unmoddet installation. May be other installed mods can make problems. Also having foreign files in the installation folder can corrupt the save and load funktion. Edited September 4, 2007 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Vicolaships Posted September 5, 2007 Author Share Posted September 5, 2007 The mod works fine (thats a good thing) but I can't edit them without bug I tryied to decompile GTASA_PleasureDome_Darkpactor with the SA Builder 0.33 and the SASCM.INI you given me be when I compile nothing modified form the original) it founds many errors I also tryed with SannyBuilder 3.01 (given SASCM.INI and original). With the given, it founds errors in the code (nothing modified form the original) and with the original there is no errors but game crashes (new/load game) Link to comment Share on other sites More sharing options...
ZAZ Posted September 5, 2007 Share Posted September 5, 2007 Well, Darkpact is a strange thing. Something else occurs to me: If the MissionBuilder says, change the Define Memory, by compiling. Don´t do it. Don´t change the Define Memory! Keep the original value CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Vicolaships Posted September 7, 2007 Author Share Posted September 7, 2007 If the MissionBuilder says, change the Define Memory, by compiling.Don´t do it. It don't ask me to change this value... He don't found threads (they aren't existing) Link to comment Share on other sites More sharing options...
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